北美沉浸式娛樂市場預測至 2031 年 - 區域分析 - 按組件、技術(虛擬實境、擴增實境、混合實境等)和最終用戶
市場調查報告書
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1637673

北美沉浸式娛樂市場預測至 2031 年 - 區域分析 - 按組件、技術(虛擬實境、擴增實境、混合實境等)和最終用戶

North America Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User

出版日期: | 出版商: The Insight Partners | 英文 104 Pages | 訂單完成後即時交付

價格

2023年北美沉浸式娛樂市值為331.0567億美元,預計到2031年將達到2177.6994億美元;預計2023年至2031年複合年成長率為26.5%。

沉浸式技術在娛樂產業的廣泛應用推動北美沉浸式娛樂市場

從虛擬實境 (VR) 和擴增實境 (AR) 到混合實境 (MR) 和擴展實境 (XR) 的沉浸式技術為娛樂產業提供了新的可能性。娛樂產業擴大使用沉浸式技術,使用戶能夠完全沉浸在虛擬環境中,或與虛構的人物和故事進行新穎而有趣的互動。在過去的幾年裡,VR 系統體積龐大且昂貴,使得大多數消費者無法使用它們。儘管如此,近年來,隨著 VR 頭戴裝置的普及和價格合理,客戶對沉浸式技術很感興趣。人們現在可以在客廳裡探索新世界並玩身臨其境的電動遊戲。 Oculus、HTC 公司和索尼等公司都提供了 VR 體驗。

AR和VR不斷為娛樂產業帶來創新和突破性的解決方案。該領域的公司擴大想出新的想法來創造引人入勝的虛擬環境,以提供一種足以吸引觀眾的令人興奮的娛樂方式。 2023年12月,索尼影業宣佈在芝加哥奧克布魯克中心推出沉浸式室內娛樂公園,設有密室逃脫、賽車模擬器、互動展覽、VR景點、碰碰車以及餐飲。該娛樂目的地將佔據 45,000 平方英尺的零售空間。沉浸式體驗將基於該工作室的電影、電視和電玩系列中的熱門遊戲,例如《勇敢者遊戲》、《殭屍樂園》和《捉鬼敢死隊》。因此,沉浸式技術在娛樂產業的廣泛應用推動了沉浸式娛樂市場的成長。

北美沉浸式娛樂市場概況

北美是技術創新和先進技術採用成長最快的地區之一。該地區擁有完善的娛樂和博彩業。近年來,北美在所有主要垂直行業中廣泛採用了 AR、VR、MR、人工智慧 (AI) 和區塊鏈等技術。隨著數位化在許多行業的滲透率不斷提高,沉浸式娛樂已成為商業的重要組成部分,尤其是在媒體娛樂和遊戲領域。

北美沉浸式娛樂市場分為美國、加拿大和墨西哥。預計在 2024 年至 2031 年的預測期內,美國將佔據最大佔有率並創下最高複合年成長率。娛樂市場。此外,美國擁有大量沉浸式娛樂市場參與者,他們越來越注重開發創新解決方案。微軟;元平台公司;和谷歌有限責任公司是北美的主要市場參與者之一。

北美沉浸式娛樂市場收入及 2031 年預測(百萬美元)

北美沉浸式娛樂市場細分

北美沉浸式娛樂市場按組件、技術、最終用戶和國家/地區進行分類。

根據組件,北美沉浸式娛樂市場分為硬體和軟體及服務。 2023 年,硬體領域將佔據更大的市場佔有率。

依技術分類,北美沉浸式娛樂市場分為虛擬實境(VR)、擴增實境(AR)、混合實境(MR)等。虛擬實境 (VR) 領域在 2023 年佔據最大的市場佔有率。

就最終用戶而言,北美沉浸式娛樂市場分為媒體與娛樂、遊戲、設計與建築、零售、教育等。 2023 年,媒體和娛樂領域佔據最大的市場。

按國家/地區分類,北美沉浸式娛樂市場分為美國、加拿大和墨西哥。 2023年,美國在北美沉浸式娛樂市場佔有率中佔據主導地位。

微軟公司;高通公司;谷歌有限責任公司;索尼集團公司;印孚瑟斯有限公司;宏達電公司;三星電子有限公司;蘋果公司; Magic Leap 公司;和 Salesforce Inc 是北美沉浸式娛樂市場的一些領先公司。

目錄

第 1 章:簡介

第 2 章:執行摘要

  • 主要見解
  • 市場吸引力

第 3 章:研究方法

  • 二次研究
  • 初步研究
    • 假設表述:
    • 宏觀經濟因素分析:
    • 顯影基數:
    • 數據三角測量:
    • 國家級資料:

第 4 章:北美沉浸式娛樂市場格局

  • 概述
  • PEST分析
  • 生態系分析
    • 價值鏈供應商名單

第 5 章:北美沉浸式娛樂市場 - 主要市場動態

  • 市場促進因素
    • 沉浸式科技在娛樂產業的廣泛應用
    • 組織擴大採用數位轉型模型
    • 全球現場活動支出不斷成長
  • 市場限制
    • 與沉浸式娛樂解決方案相關的高成本
  • 市場機會
    • 娛樂產業的進步
    • 汽車產業沉浸式娛樂的興起
  • 未來趨勢
    • 人工智慧技術的日益採用
  • 促進因素和限制的影響:

第 6 章:沉浸式娛樂市場 - 北美分析

  • 北美沉浸式娛樂市場概況
  • 沉浸式娛樂市場收入,2021-2031
  • 沉浸式娛樂市場預測分析

第 7 章:北美沉浸式娛樂市場分析 - 按組成部分

  • 硬體
  • 軟體和服務

第 8 章:北美沉浸式娛樂市場分析 - 按技術

  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境 (MR)
  • 其他

第 9 章:北美沉浸式娛樂市場分析 - 按最終用戶

  • 媒體與娛樂
  • 賭博
  • 設計與建築
  • 零售
  • 教育
  • 其他

第 10 章:北美沉浸式娛樂市場 - 國家分析

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥

第 11 章:競爭格局

  • 關鍵參與者的熱圖分析
  • 公司定位與專注

第 12 章:產業格局

  • 概述
  • 市場主動性
  • 產品開發
  • 併購

第 13 章:公司簡介

  • Microsoft Corp
  • Qualcomm Inc
  • Google LLC
  • Sony Group Corp
  • Infosys Ltd
  • HTC Corp
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Magic Leap, Inc.
  • Salesforce Inc

第 14 章:附錄

Product Code: BMIRE00031017

The North America immersive entertainment market was valued at US$ 33,105.67 million in 2023 and is expected to reach US$ 2,17,769.94 million by 2031; it is estimated to record a CAGR of 26.5% from 2023 to 2031.

Widespread Application of Immersive Technologies Across Entertainment Industry Fuels North America Immersive Entertainment Market

Immersive technologies, from virtual reality (VR) and augmented reality (AR) to mixed reality (MR) and extended reality (XR), offer new possibilities for the entertainment industry. The entertainment industry has seen a rise in the usage of immersive technology, which allows users to fully immerse themselves in virtual environments or engage in novel and fascinating interactions with fictitious characters and tales. In past years, VR systems were bulky and expensive, making them inaccessible to most consumers. Nonetheless, customers have been interested in immersive technology in recent years as VR headsets have become widely available and reasonably priced. People can now explore new worlds and play immersive video games in their living rooms. Companies such as Oculus, HTC Corporation, and Sony have provided VR experiences.

AR and VR continuously produce innovative and groundbreaking solutions for the entertainment industry. Companies in this sector are increasingly coming up with new ideas to make engaging virtual environments to provide an exciting way of entertainment that is engaging enough for audiences. In December 2023, Sony Pictures announced the launch of an immersive indoor entertainment park at Oakbrook Center in Chicago featuring escape rooms, racing simulators, interactive exhibits, VR attractions, bumper cars, and food and drink. The entertainment destination will occupy a 45,000 sq ft retail space. Immersive experiences will be based on hits such as Jumanji, Zombieland, and Ghostbusters, from the studio's movie, TV, and video game franchises. Thus, the widespread application of immersive technologies across the entertainment industry drives the immersive entertainment market growth.

North America Immersive Entertainment Market Overview

North America is one of the fastest-growing regions in terms of technological innovations and adoption of advanced technologies. The region has well-established entertainment and gaming sectors. In recent years, North America has witnessed huge adoption of technologies such as AR, VR, MR, artificial intelligence (AI), and blockchain across all the major industry verticals. With the increasing penetration of digitization in many industries, immersive entertainment has become a vital component of business, especially in the media & entertainment and gaming sectors.

The North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US is expected to have the largest share and record the highest CAGR during the forecast period of 2024 to 2031. The high rate of digitization in various industries, increase in the adoption of digital tools, and high technological spending by government agencies fuel the growth of the US immersive entertainment market. Moreover, the US has a large number of immersive entertainment market players who have been increasingly focusing on developing innovative solutions. Microsoft; Meta Platforms, Inc.; and Google LLC are among the key market players in North America.

North America Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

North America Immersive Entertainment Market Segmentation

The North America immersive entertainment market is categorized into component, technology, end user, and country.

Based on component, the North America immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.

By technology, the North America immersive entertainment market is categorized into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment held the largest market share in 2023.

In terms of end user, the North America immersive entertainment market is categorized into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment held the largest market share in 2023.

By country, the North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US dominated the North America immersive entertainment market share in 2023.

Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; and Salesforce Inc are some of the leading companies operating in the North America immersive entertainment market.

Table Of Contents

1. Introduction

  • 1.1 The Insight Partners Research Report Guidance
  • 1.2 Market Segmentation

2. Executive Summary

  • 2.1 Key Insights
  • 2.2 Market Attractiveness

3. Research Methodology

  • 3.1 Secondary Research
  • 3.2 Primary Research
    • 3.2.1 Hypothesis formulation:
    • 3.2.2 Macro-economic factor analysis:
    • 3.2.3 Developing base number:
    • 3.2.4 Data Triangulation:
    • 3.2.5 Country level data:

4. North America Immersive Entertainment Market Landscape

  • 4.1 Overview
  • 4.2 PEST Analysis
  • 4.3 Ecosystem Analysis
    • 4.3.1 List of Vendors in the Value Chain

5. North America Immersive Entertainment Market - Key Market Dynamics

  • 5.1 Market Drivers
    • 5.1.1 Widespread Application of Immersive Technologies Across Entertainment Industry
    • 5.1.2 Increasing Adoption of Digital Transformation Model Among Organizations
    • 5.1.3 Growing Spending on Live Events Worldwide
  • 5.2 Market Restraints
    • 5.2.1 High Cost Associated with Immersive Entertainment Solutions
  • 5.3 Market Opportunities
    • 5.3.1 Advancements in Entertainment Industry
    • 5.3.2 Emergence of Immersive Entertainment in Automotive Industry
  • 5.4 Future Trends
    • 5.4.1 Increasing Adoption of Artificial Intelligence Technology
  • 5.5 Impact of Drivers and Restraints:

6. Immersive Entertainment Market - North America Analysis

  • 6.1 North America Immersive Entertainment Market Overview
  • 6.2 Immersive Entertainment Market Revenue (US$ Million), 2021-2031
  • 6.3 Immersive Entertainment Market Forecast Analysis

7. North America Immersive Entertainment Market Analysis - by Component

  • 7.1 Hardware
    • 7.1.1 Overview
    • 7.1.2 Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 7.2 Software and Services
    • 7.2.1 Overview
    • 7.2.2 Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

8. North America Immersive Entertainment Market Analysis - by Technology

  • 8.1 Virtual Reality (VR)
    • 8.1.1 Overview
    • 8.1.2 Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.2 Augmented Reality (AR)
    • 8.2.1 Overview
    • 8.2.2 Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.3 Mixed Reality (MR)
    • 8.3.1 Overview
    • 8.3.2 Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.4 Others
    • 8.4.1 Overview
    • 8.4.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

9. North America Immersive Entertainment Market Analysis - by End User

  • 9.1 Media and Entertainment
    • 9.1.1 Overview
    • 9.1.2 Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.2 Gaming
    • 9.2.1 Overview
    • 9.2.2 Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.3 Design and Architecture
    • 9.3.1 Overview
    • 9.3.2 Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.4 Retail
    • 9.4.1 Overview
    • 9.4.2 Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.5 Education
    • 9.5.1 Overview
    • 9.5.2 Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.6 Others
    • 9.6.1 Overview
    • 9.6.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10. North America Immersive Entertainment Market - Country Analysis

  • 10.1 North America
    • 10.1.1 North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
      • 10.1.1.1 North America: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.2 United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.2.1 United States: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.2.2 United States: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.2.3 United States: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.3 Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.3.1 Canada: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.3.3 Canada: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.4 Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.4.3 Mexico: Immersive Entertainment Market Breakdown, by End User

11. Competitive Landscape

  • 11.1 Heat Map Analysis by Key Players
  • 11.2 Company Positioning & Concentration

12. Industry Landscape

  • 12.1 Overview
  • 12.2 Market Initiative
  • 12.3 Product Development
  • 12.4 Mergers & Acquisitions

13. Company Profiles

  • 13.1 Microsoft Corp
    • 13.1.1 Key Facts
    • 13.1.2 Business Description
    • 13.1.3 Products and Services
    • 13.1.4 Financial Overview
    • 13.1.5 SWOT Analysis
    • 13.1.6 Key Developments
  • 13.2 Qualcomm Inc
    • 13.2.1 Key Facts
    • 13.2.2 Business Description
    • 13.2.3 Products and Services
    • 13.2.4 Financial Overview
    • 13.2.5 SWOT Analysis
    • 13.2.6 Key Developments
  • 13.3 Google LLC
    • 13.3.1 Key Facts
    • 13.3.2 Business Description
    • 13.3.3 Products and Services
    • 13.3.4 Financial Overview
    • 13.3.5 SWOT Analysis
    • 13.3.6 Key Developments
  • 13.4 Sony Group Corp
    • 13.4.1 Key Facts
    • 13.4.2 Business Description
    • 13.4.3 Products and Services
    • 13.4.4 Financial Overview
    • 13.4.5 SWOT Analysis
    • 13.4.6 Key Developments
  • 13.5 Infosys Ltd
    • 13.5.1 Key Facts
    • 13.5.2 Business Description
    • 13.5.3 Products and Services
    • 13.5.4 Financial Overview
    • 13.5.5 SWOT Analysis
    • 13.5.6 Key Developments
  • 13.6 HTC Corp
    • 13.6.1 Key Facts
    • 13.6.2 Business Description
    • 13.6.3 Products and Services
    • 13.6.4 Financial Overview
    • 13.6.5 SWOT Analysis
    • 13.6.6 Key Developments
  • 13.7 Samsung Electronics Co Ltd
    • 13.7.1 Key Facts
    • 13.7.2 Business Description
    • 13.7.3 Products and Services
    • 13.7.4 Financial Overview
    • 13.7.5 SWOT Analysis
    • 13.7.6 Key Developments
  • 13.8 Apple Inc
    • 13.8.1 Key Facts
    • 13.8.2 Business Description
    • 13.8.3 Products and Services
    • 13.8.4 Financial Overview
    • 13.8.5 SWOT Analysis
    • 13.8.6 Key Developments
  • 13.9 Magic Leap, Inc.
    • 13.9.1 Key Facts
    • 13.9.2 Business Description
    • 13.9.3 Products and Services
    • 13.9.4 Financial Overview
    • 13.9.5 SWOT Analysis
    • 13.9.6 Key Developments
  • 13.10 Salesforce Inc
    • 13.10.1 Key Facts
    • 13.10.2 Business Description
    • 13.10.3 Products and Services
    • 13.10.4 Financial Overview
    • 13.10.5 SWOT Analysis
    • 13.10.6 Key Developments

14. Appendix

  • 14.1 Word Index
  • 14.2 About The Insight Partners

List Of Tables

  • Table 1. North America Immersive Entertainment Market Segmentation
  • Table 2. List of Vendors
  • Table 3. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Table 4. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 5. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 6. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 7. North America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country
  • Table 8. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 9. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 10. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 11. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 12. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 13. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 14. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 15. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 16. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 17. List of Abbreviation

List Of Figures

  • Figure 1. North America Immersive Entertainment Market Segmentation, by Country
  • Figure 2. PEST Analysis
  • Figure 3. Immersive Entertainment Market - Key Market Dynamics
  • Figure 4. Impact Analysis of Drivers and Restraints
  • Figure 5. Immersive Entertainment Market Revenue (US$ Million), 2021-2031
  • Figure 6. Immersive Entertainment Market Share (%) - by Component (2023 and 2031)
  • Figure 7. Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 8. Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 9. Immersive Entertainment Market Share (%) - by Technology (2023 and 2031)
  • Figure 10. Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 11. Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 12. Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 13. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 14. Immersive Entertainment Market Share (%) - by End User (2023 and 2031)
  • Figure 15. Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 16. Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 17. Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 18. Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 19. Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 20. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 21. North America Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
  • Figure 22. North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
  • Figure 23. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 24. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 25. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 26. Heat Map Analysis by Key Players
  • Figure 27. Company Positioning & Concentration